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- Subject: Re: Letting Lua manage game memory
- From: Jose Marin <jose_marin2@...>
- Date: Fri, 15 Apr 2005 08:36:52 -0300 (ART)
Thanks you all for your tips!
--- Pavel Antokolsky aka Zigmar <firstname.lastname@example.org>
> If you mean putting your objects in Lua registry to
> use Lua's garbage
> collector, I don't think it is a good idea. You will
> get a lots of
> overhead on accessing those objects, possible
> freezes on garbage
> collection and so on. Because you application (game)
> is very sensitive
> to performance, I would suggest managing your
> objects from C++
> directly. I do know understand what to you mean by
> managing memory
> using STL (AFAIK STL does not give any memory
> managing facilities
> instead of auto_ptr which is not actually memory
> manager, but simple
> in-scope pointer keeper). But there is a lot of good
> tools for C++
> that helps managing memory. I suggest that you look
> at Boost library
> at "memory" module - there a lots of useful things,
> like smart
> reference-counted pointers, which save a lots of
> time and head ache.
> There is also several garbage collectors for C++,
> but again, I'm not
> sure it is a good idea using them (because of
> On 4/13/05, Jose Marin <email@example.com>
> > Hi!
> > I would like to know your oppinion on let Lua
> > the memory of the game objects (meshes, textures,
> > sounds, etc).
> > I was using STL, but I think that Lua manages
> > very well!
> > So instead of create a custom objects manager, I'm
> > thinking on let Lua do the job!
> > What do you think about that?
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> Best regards,
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